Lisa Jenkins

From RPGnet
Jump to navigation Jump to search

Lisa Jenkins[edit]

Concept: Sneaky files clerk

Aspirations[edit]

Short-Term Aspiration:

Short-Term Aspiration:

Long-Term Aspiration:

The Curse[edit]

Entanglement: 1

Curse Dice: 1/5

Damnation[edit]

As ceaseless predators, Primal feel the impulse to snarl, snap, lash out, and exert their primacy, no matter their surroundings. This may take the form of mental belittlement, social intimidation, or physical assault, with different impulses present in each Family’s Creature. Any time the character’s curse dice pool reaches 0, the need to exert themselves as a force of nature takes over. The character shifts into a wild form heavily influenced by the Creature, being an elemental beast at its most mind-fracturing (imposing the Dazed status effect on any mortal who witnesses the shift if their bond rating with the Primal is lower than 2). The player assigns shifts based on the character’s Major Path. She suffers a Major Complication on her next action. If not bought off, the Creature dictates the kind of aggressive impulse the Primal should take. She cannot gain curse dice until this Damnation is resolved

Resolution:

The Primal must satisfy the elemental Creature’s impulse. She must complete an action that imposes at least 1 injury and a status effect that differs depending on her Major Path. Completing this action allows her to revert to her human form. The Primal recovers 1 curse die and resolves her Damnation. If the action inconveniences her crew, she gains 1 Momentum as well.

Inheritance[edit]

The Creature heightens a Primal’s senses, driving them to curiosity and exploration. These exceptional hunters and trackers can’t miss the smallest clues. When taking an action to hunt or track a target, add the Primal’s Entanglement as hits that apply before the roll. Additionally, the first time in a session a Primal gains a piece of evidence, they may gain a second without spending anything.

Torments[edit]

Accursed Torment Elemental Fury: Primal are thunder, earthquakes, and hurricanes given form. They are rage at an elemental level. Nature does not respect self-control and human codes of loyalty. It destroys. When the character is in combat, they can trigger this torment. The Primal hyper-focuses on the biggest, most deadly target in the area, preventing her from assisting or interacting with allies unless they’re in the way, in which case she gruffly orders or throws them aside.

Personal Torment When you encounter something you’ve never experienced, reach out and interact with it.

Spells[edit]

Spell Cost Attunements Effect Advances

Lineage/Family Special Traits[edit]

Attributes[edit]

Intellect: 1

Cunning: 3

Resolve: 2

Might: 2

Dexterity: 5

Stamina: 3

Presence: 1

Manipulation: 2

Composure: 3


Skills[edit]

Artistry (F): '

Athletics: 3

Close Combat (L,F): 2

Culture (R): 1

Empathy (L,R): 1

Enigmas: '

Esoterica: '

Larceny: 0

Leadership: '

Medicine: 0

Persuasion(L,F,R): 1

Pilot: 0

Ranged Combat: 0

Science: 1

Survival: 0

Technology: 0

Other Traits[edit]

Defense

Integrity

Injuries[edit]

Armor ---

Bloodied OO

Wounded OO

Maimed OO

Near Death O

Taken Out O

Edges[edit]

Contacts[edit]

Bonds[edit]

Bond - 0 notes

Gear[edit]

Paths[edit]

Primal (Major) Sphinx (Minor)

Primal (Major)[edit]

Path Skills: Athletics, Close Combat, Science

Path Attributes: Mental 2, Physical 6, Social 2

Inheritance: The Creature heightens a Primal’s senses, driving them to curiosity and exploration. These exceptional hunters and trackers can’t miss the smallest clues. When taking an action to hunt or track a target, add the Primal’s Entanglement as hits that apply before the roll. Additionally, the first time in a session a Primal gains a piece of evidence, they may gain a second without spending anything

Sphinx (Minor)[edit]

Path skills: Culture, Empathy, Persuasion

Path Attributes: Mental 1, Physical 1, Social 2

Extra Skills:

Backstory[edit]